Age | Commit message (Collapse) | Author |
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Rename Math::stepify to snapped
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Rename Vector2.tangent() to Vector2.orthogonal()
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Cleanup leftover functions from adding SSAO
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Fix using post-init shader array constructors
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-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
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Added support for constants in shader `case` and array size declaration
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Cull fixes and optimizations
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Fix blendshapes and calculation of bone_aabbs
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The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
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Add API to get frame setup time on CPU
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Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
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Replace Octree by DynamicBVH in cull code
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Needed for benchmarks
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-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
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Rename Control margin to offset
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[CTL] Fix RTL scrolling and tabs selection.
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Replace SAO with ASSAO as Godot's new SSAO
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Ensure default value in _render_shadow is the same as parent
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Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
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Renames:
- set_type() -> set_tracker_type()
- set_name() -> set_tracker_name()
- get_tracks_orientation() - `is_tracking_orientation()
- get_tracks_position() -> `is_tracking_position()
- get_hand() -> get_tracker_hand()
- set_hand() -> set_tracker_hand()
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into selection rectangles.
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Rename TrackerHand enums
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Rename Rect2 and Rect2i clip() to intersection()
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Increase the default Camera Zfar to 4000
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This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
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-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
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Add word breaks on punctuation characters.
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Uses compute shaders, which only once, on demand, and all in parallel.
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Fixes to recent Vulkan errors
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winterpixelgames/PR-more-deterministic-and-reliable-2d-physics
make 2d constraint solving more deterministic by solving in push order
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